The dynamic in-game effect is triggered when character steps on a dangerous area. Depending on the trigger area, the effect smoothly appears and disappears.
Static in game view
In editor view of the bog and environment effects without a full-screen effect
For 2 years I worked on a beloved THQ Nordic IP project that was not released. For Project 5 I created both combat and environmental VFX in pure HLSL code in a proprietary engine.
One of my tasks was to create grim environmental effects for corrupted terrain. It should be a creepy, dangerous mixture of the liquid and ground shaders.
The workflow of this effect is shown here https://www.artstation.com/artwork/RK61Yr and fog is here https://www.artstation.com/artwork/rl5Eg2
To intensify feelings of anxiety, I also created a full-screen effect triggered by dangerous areas. This effect imitates tentacles and fog animations, covering a significant part of the screen. Together with damage and character deceleration, combat and movement in this place become very challenging.
Meshes of the main effect splatters were created in Houdini. Textures were made in Substance Designer.